When the character casts earthquake, an intense but highly localized tremor
rips the ground. It knocks creatures down, collapses structures, opens cracks
in the ground, and more. The shock lasts 1 round, during which time creatures
on the ground can’t move or attack. Spellcasters on the ground must make
Concentration checks (DC 20 + spell level) or lose any spells they try to cast.
The earthquake affects all terrain, vegetation, structures, and creatures in the
area.

The exact effects depend on the terrain and its features:

Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6
points of damage to any creature caught under the cave-in (Reflex half DC 15).
An earthquake cast on the roof of a very large cavern could also endanger those
outside the actual area but below the falling debris.

Cliffs: They crumble, causing a landslide that travels horizontally
as far as it fell vertically. An earthquake cast at the top of a 100-foot cliff
would sweep 100 feet outward from the base of the cliff. Any creature in the path
sustains 8d6 points of damage (Reflex half DC 15).

Open Ground:All creatures standing in the area must
make Reflex saving throws (DC 15) or fall down. Fissures open in the ground, and
every creature on the ground has a 25% chance to fall into one (Reflex save DC
20 to avoid the fissure). At the end of the spell, all fissures grind shut, killing
any creatures still trapped within.

Structure: Most structures standing on open ground collapse, dealing
8d6 points of damage to those caught within or beneath the rubble (Reflex half
DC 15).

River, Lake, or Marsh: Fissures open underneath the water, draining
away the water from that area and forming muddy ground. Soggy marsh or swampland
becomes quicksand for the duration of the spell, sucking down creatures and structures.
Creatures must make Reflex saving throws (DC 15) or sink down in the mud and quicksand.
At the end of the spell, the rest of the body of water rushes in to replace the
drained water, possibly drowning those caught in the mud.

This spell opens a portal to an Elemental Plane. A druid can choose which plane
(air, earth, fire, or water); a cleric opens a portal to the plane matching his
domain. The character can then summon elementals from that plane.

When the spell is complete, 2d4 Large elementals appear. Ten minutes later,
1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears.
Each elemental has at least 5 hit points per HD. Once the elementals appear, they
serve the character for the duration of the spell.

The elementals obey the character explicitly and never attack the character,
even if someone else manages to gain control over them. The character does not
need to concentrate to maintain control over the elementals. The character can
dismiss them singly or in groups at any time.

When the character uses a summoning spell to summon an air, earth, fire, or
water creature, it is a spell of that type.

Fear: The enchanted creatures flee from the character whenever they
are in sight of the character. Emotion (fear) dispels emotion (rage).

Friendship:The enchanted creatures react more positively
toward others. Their attitude shifts to the next more favorable reaction (hostile
to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly
to helpful). Creatures involved in combat, however, continue to fight back normally.
Emotion (friendship) dispels emotion (hate).

Hate: The enchanted creatures react more negatively toward others.
Their attitude shifts to the next less favorable reaction (helpful to friendly,
friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile).
Emotion (hate) dispels emotion (friendship).

Rage: The enchanted creatures gain a +2 morale bonus to Strength and
Constitution scores, a +1 morale bonus on Will saves, and a –1 penalty to
AC. They are compelled to fight heedless of danger. Emotion (rage) does not stack
with barbarian rage or with itself. Emotion (rage) dispels emotion (fear).

Endure Elements

This abjuration grants a creature limited protection to damage from whichever
one of five energy types the character selects: acid, cold, fire, electricity,
or sonic. Each round, the spell absorbs the first 5 points of damage the creature
would otherwise take from the specified energy type, regardless of whether the
source of damage is natural or magical. The spell protects the recipient’s equipment
as well.

Endure elements absorbs only damage. The character could still suffer unfortunate
side effects.

Note: Endure elements overlaps (and does not stack with) resist elements and
protection from elements. If a character is warded by protection from elements
and one or both of the other spells, the protection spell absorbs damage until
it is exhausted. If a character is warded by resist elements and endure elements
at the same time, the resist spell absorbs damage but the endure spell does not.

This spell causes instant growth of a creature or object, increasing both size
and weight. The subject grows by up to 10% per caster level, increasing by this
amount in height, width, and depth (to a maximum of 50%). Weight increases by
approximately the cube of the size increase, as follows:

Height Increase

Weight Increase

+10% (x1.1)

+30% (x1.3)

+20% (x1.2)

+70% (x1.7)

+30% (x1.3)

+120% (x2.2)

+40% (x1.4)

+170% (x2.7)

+50% (x1.5)

+240% (x3.4)

All equipment worn or carried by a creature is enlarged by the spell. If insufficient
room is available for the desired growth, the creature or object attains the maximum
possible size, bursting weak enclosures in the process. However, it is constrained
without harm by stronger materials—the spell cannot be used to crush a creature
by growth.

Magical properties are not increased by this spell. Weight, mass, and strength
are affected, though. A creature’s hit points, Armor Class, and base attack bonus
do not change, but Strength increases along with size. For every 20% of enlargement,
the creature gains a +1 enlargement bonus to Strength.

Plants entwine about creatures in the area or those who enter the area, holding
them fast. An entangled creature suffers a –2 penalty to attack rolls, suffers
a –4 penalty to effective Dexterity, and can’t move. An entangled character who
attempts to cast a spell must make a Concentration check (DC 15) or lose the spell.
An entangled creature can break free and move half normal speed by using a full-round
action to make a Strength check or an Escape Artist check (DC 20). A creature
who succeeds at a Reflex saving throw is not entangled but can still move at only
half speed through the area. Each round, the plants once again attempt to entangle
all creatures who have avoided or escaped entanglement.

If the character has the attention of a group of creatures, the character can
use this spell to hold them spellbound. To cast the spell, the character must
speak or sing without interruption for 1 full round. Thereafter, those affected
give the character their undivided attention, ignoring their surroundings. They
are considered to have an attitude of friendly while under the effect of the spell.
Those of a race or religion unfriendly to the character gain a +4 bonus to the
saving throw.

Creatures with 4 or more HD or with Wisdom scores of 16 or higher remain aware
of their surroundings and have an attitude of indifferent. They gain new saving
throws if they witness actions that they oppose.

The enchantment lasts as long as the character speaks or sings, to a maximum
of 1 hour. Those enthralled by the character's words take no action while the
character speaks or sings, and for 1d3 rounds thereafter while they discuss the
topic or performance. Those entering the area during the performance must also
successfully save or become enthralled. The speech ends (but the 1d3-round delay
still applies) if the character loses concentration or does anything other than
speaking or singing.

If those not enthralled have unfriendly or hostile attitudes toward the character,
they can collectively make a Charisma check to try to end the spell by jeering
and heckling. This check is based on the character with the highest Charisma and
has a +2 bonus for each other jeerer who can make a Charisma check of 10 or higher.
The heckling ends the spell if it beats the character's opposed Charisma check.
Only one such challenge is allowed per use of the spell.

If any member of the audience is attacked (or subjected to an overtly hostile
act), the spell ends and the audience becomes immediately unfriendly toward the
character (or hostile, for audience members with 4 or more HD and Wisdom 16 or
higher).

Entropic Shield

This field deflects incoming arrows, rays, and other ranged attacks. Each ranged
attack directed at the character suffers a 20% miss chance. This miss chance affects
all ranged attacks for which the attackers make attack rolls.

Erase removes writings of either magical or mundane nature from a scroll or
from up to two pages of paper, parchment, or similar surfaces. It removes explosive
runes, glyphs of warding, sepia snake sigils, and arcane marks, but it does not
remove illusory script or symbols. Nonmagical writings are automatically erased
if the character touches them and no one else is holding them. Otherwise, the
chance is 90%. Magic writings must be touched, and the character must roll 15+
on a caster level check (1d20 + caster level) to succeed. (A natural 1 or 2 is
always a miss on this roll.) If the character fails to erase explosive runes,
a glyph of warding, or a sepia snake sigil, the character accidentally activates
the runes, glyph, or sigil instead.

Ethereal Jaunt

The character becomes ethereal, along with the character's equipment. The character
enters a place called the Ethereal Plane, which overlaps the normal, physical,
Material Plane.

When the spell expires, the character returns to material existence.

If the character ends the spell and become material while inside a material
object (such as a solid wall), the character is shunted off to the nearest open
space and takes 1d6 points of damage per 5 feet that the character traveled.

Etherealness

The character and other creatures joined by linked hands (along with their
equipment) become ethereal. Besides the character, the character can bring one
creature per three caster levels to the Ethereal Plane. Once ethereal, the creatures
need not stay together.

When the spell expires, all affected creatures in the Ethereal Plane return
to material existence. If a character becomes material while inside a material
object (such as a solid wall), the character is shunted off to the nearest open
space and takes 1d6 points of damage per 5 feet that the character traveled.

The character traces these runes upon a book, map, scroll, or similar object
bearing written information. The runes detonate when read, dealing 6d6 points
of damage. Anyone next to the runes (close enough to read them) takes this damage
with no saving throw. Others within 10 feet of the runes take half damage if they
succeed at Reflex saving throws. The object in which the runes were written also
takes the damage (no saving throw).

As the spellcaster, the character and any characters the character specifically
instructs can read the protected writing without triggering the runes. Likewise,
the character can remove the runes whenever desired. Others can remove them with
a successful dispel magic or erase spell. However, attempting to dispel or erase
the runes and failing to do so triggers the explosion.

The character can meet the gaze of a creature and speak a single word to affect
it with one of four magical effects: charm, fear, sicken, or sleep. The character
selects one of these four possible gaze attacks when casting the spell. The character
retains the gaze power for 1 round for every three caster levels and can use the
gaze attack as a free action each round.

These effects do not affect undead creatures or extend beyond the plane the
character currently occupies. The character is subject to the effects of a reflected
gaze and is allowed any applicable saving throw. In the case of a reflected charm
gaze, the character is held (as a hold monster spell).

The four versions of the spell are as follows:

Charm:The subject regards the character as a trusted
friend and ally. If the creature is currently being threatened or attacked by
the character or the character's allies, however, he receives a +5 bonus on his
saving throw.

The spell does not enable the character to control the charmed creature as if
the creature were an automaton, but the subject perceives the character's words
and actions in the most favorable way. The character can try to give the subject
orders, but the character must win an opposed Charisma check to convince the subject
to do anything he or she wouldn’t ordinarily do. (Retries not allowed.)
A charmed creature never obeys suicidal or obviously harmful orders. Any act by
the character or the character's apparent allies that threatens the charmed creature
breaks the spell. Note also that the character must speak the creature’s
language to communicate the character's commands, or else be good at pantomiming.

Fear: The subject flees in blind terror for 1d4 rounds. Once it stops
fleeing, the creature refuses to face the character for 10 minutes per the character's
caster level. If subsequently confronted by the character, it either cowers or
bolts for the nearest cover (50% chance of either). This is an enchantment, compulsion,
mind-affecting effect; it can be negated by a Will save (SR applies).

Sicken: Sudden pain and fever sweeps over the subject’s body.
An affected creature’s speed is reduced by half, it loses any Dexterity
bonus to Armor Class, and it suffers a –2 penalty to attack rolls. The creature
remains stricken for 10 minutes per the character's caster level. The effects
cannot be negated by a cure disease or heal spell, but a remove curse or successful
dispel magic spell is effective. This is a necromancy effect; it can be negated
by a Fortitude save (SR applies).

Sleep: The subject falls asleep. The creature sleeps for the character's
caster level x 10 minutes but can be slapped awake. This is an enchantment, compulsion,
mind-affecting effect; it can be negated by a Will save (SR applies).

Note: Each round, a gaze attack automatically works against
one creature within range that is looking at (attacking or interacting with) the
gazing creature.